Hey, really love how this looks and am considering getting it! I have a few questions about this (though maybe not all directly related to the tool?). How would this integrate in a workflow with an external texturing program like Substance Painter? I'm also curious what you meant by a midpoly + decals workflow exactly. I…
Hi all, I've run into this problem were I have a tilling texture. Mapped to my plane 512x512. The problem is that I would like to be able to move my grout up a bit so it aligns better. I have een reading up on panner, but I couldn't find an example how to offset a texture. Is there a way to parameter this with my panner…
So say you have a static mesh, you want to have that static mesh have multiple "versions" of itself that look different. Now you want to swap between versions of that object based on a button press. So as an example, you have a statue of an elephant but when you press a button the statue remains, but now its a giraffe.…
Hey all, long time since I've posted here. Always lurking though ^^. For the last few months I've been working on an 3d environment piece based on a concept by John Liberto for University. I worked pretty hard on this, learning new tools whilst working (ZBrush and UE4 for example) for example. I learnt a ridiculous amount…
Hey there! First of all, don't be discouraged—you're absolutely not alone in feeling this way. It's great that you're taking the step to experiment with a Pro subscription and see how it affects your visibility but I don''t think its needed, it is however great for the tutorials and other features. While it can be…
Splines snap to the grid, but grid snapping is off. This is an example of Ornatrix. It should draw the spline in screenspace. This is a stupid question but I just can't find the setting in 3dsmax that allows me to draw splines in screen space. Draw a spline in max or strand Ornatrix in screen space Snaps to the grid:
While it is possible to do this seamlessly with noisemaker, you won't be able to avoid distortion of the chainmail texture. You'd need to make the UV seams perfectly straight vertically where you can currently see the error, then play around with the alpha scale until it matches perfectly. I have an old example of this…
Hey! One thing that really bothers me about this is the amount of visual noise created by the very detailed texture maps, it's kind of overwhelming to my eyes. I'd tone down the normal maps on a lot of your assets, for example your floor has deep grooves in woodgrain. Also the woodgrain would not continue uninterrupted…
Here is example... Lets say you finished a 3d character. By "finished" I mean you're done with modeling/sculpting,texturing,rendering. And you see there are some problems in anatomy for example or maybe in texturing, and you overpaint those parts in Ps. Thats kinda "faking". But yea, it's all about context and what is the…
this is really simple. you just multiply the ao map with the ambient lighting. no inverse dot products or linear algebra neccessary. i like to post pictures so here's an example in unity. here the diffuse map is just a solid color but using a texture instead obviously isn't a problem. actually getting ambient light is the…